| Commit message (Collapse) | Author | Age | Files | Lines |
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This is semantic patch using ClangTidyTransformator:
auto QtContainerClass = expr(hasType(namedDecl(hasAnyName(<classes>)))).bind(o)
makeRule(cxxMemberCallExpr(on(QtContainerClass),
callee(cxxMethodDecl(hasAnyName({"count", "length"),
parameterCountIs(0))))),
changeTo(cat(access(o, cat("size"), "()"))),
cat("use 'size()' instead of 'count()/length()'"))
a.k.a qt-port-to-std-compatible-api with config Scope: 'Container'.
<classes> are:
// sequential:
"QByteArray",
"QList",
"QQueue",
"QStack",
"QString",
"QVarLengthArray",
"QVector",
// associative:
"QHash",
"QMultiHash",
"QMap",
"QMultiMap",
"QSet",
// Qt has no QMultiSet
Change-Id: Ibe8837be96e8d30d1846881ecd65180c1bc459af
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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Issue a glFlush in endOffscreenFrame. This matches endFrame which
flushes either implicitly (swapBuffers) or explicitly with SkipPresent
(glFlush). This will then benefit producer-consumer setups where a
context renders into a texture using begin/endOffscreenFrame and then
the texture is consumed in another context.
In addition, make finish() issue a glFinish().
Pick-to: 6.4
Change-Id: I0a3115255ad2ac82b730e26d1ca7e88377c5a28c
Reviewed-by: Piotr Srebrny <piotr.srebrny@qt.io>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...by removing the entire adjustedFormat() helper.
Qt Quick has never used this, which indicates it is not that
useful. Same goes for Qt Multimedia or Qt 3D. Ensuring depth and
stencil is requested is already solved by using
QSurfaceFormat::setDefaultFormat() or by adjusting the formats
everywhere as appropriate.
The helper function's usages are in the manual tests that use it as a
shortcut, and in the GL backend itself. Remove it and leave it up the
client to set the depth or stencil buffer size, typically in the
global default surface format. (which in fact many of the mentioned
manual tests already did, so some of calls to
window->setFormat(adjustedFormat()) were completely unnecessary)
By not having the built-in magic that tries to always force depth and
stencil, we avoid problems that arise then the helper cannot be easily
invoked (thinking of widgets and backingstores), and so one ends up
with unexpected stencil (or depth) in the context (where the GL
backend auto-adjusts), but not in the window (which is not under
QRhi's control).
It was in practice possible to trigger EGL_BAD_MATCH failures with the
new rhi-based widget composition on EGL-based systems. For example, if
an application with a QOpenGLWidget did not set both depth and stencil
(but only one, or none), it ended up failing due to the context -
surface EGLConfig mismatches. On other platforms this matters less due
to less strict config/pixelformat management.
Pick-to: 6.4
Change-Id: I28ae2de163de63ee91bee3ceae08b58e106e1380
Fixes: QTBUG-104951
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Play nice with old renderers like the OpenGL paint engine for
QPainter.
When combining Qt Quick and QPainter targeting the same GL window,
calling QQuickWindow::beginExternalCommands() is not currently
sufficient to ensure problem-free operation, it also needs a
QQOpenGLUtils::resetOpenGLState() afterwards to get rid of the buffer
bindings. (which is important when using legacy code with client-side
vertex arrays) Which in turn is not what the documentation promises,
so resetting the bindings is now ensured on the rhi level when
Qt Quick calls beginExternal().
Pick-to: 6.4 6.3 6.2
Fixes: QTBUG-104801
Change-Id: Ibd82753996768aad0118bff87d4e1f8bcc388c58
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Some of the offsets are already quint32 in the API (vertex input
attributes, dynamic offsets, offsets in draw calls), matching the
reality of the underlying 3D APIs, but many buffer-related functions
use int as of now, simply because that used to be the default choice,
and the same goes for sizes (such as buffer or range sizes). This is
not quite consistent and should be cleaned up if for nothing else then
just to make the classes consistent, but also because no 3D API use a
signed type for offsets, sizes, and strides. (except OpenGL for some)
When it comes to strides (for vertex inputs and raw image texture
uploads), those are already all quint32s. This is straightforward
because most of the 3D APIs use 32-bit uints for these regardless of
the architecture.
Sizes and offsets are often architecture-dependent (Vulkan, Metal),
but there is at least one API where they are always 32-bit even on
64-bit Windows (UINT == unsigned int, D3D11). In addition, we do not
really care about buffer or texture data larger than 4 GB, at least
not without realistic use cases and real world testing, which are
quite unlikely to materialize for now (esp. since we still have the
width/height of 2D textures limited to 16 or 32K in many cases even on
desktops, whereas 2GB+ buffers are not guaranteed in practice even
when an API seemingly allows it).
In any case, the important change here is the signed->unsigned
switch. A number of casts can now be removed here and there in the
backends, because the offsets and sizes are now unsigned as well,
matching the underlying API reality. The size can be potentially
increased later on with minimal effort, if that becomes necessary for
some reason.
Change-Id: I404dbc365ac397eaeeb3bd2da9ce7eb98916da5f
Reviewed-by: Inho Lee <inho.lee@qt.io>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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This is a UINT/uint32_t/GLuint/NSUInteger in all APIs (with Metal
being special due to being 64-bit in 64-bit apps whereas all others
are 32-bit always, at least on 64-bit Windows)
As the stride is already an uint32, follow suit for the step rate.
There was no reason to have this as int in the first place.
As an added bonus, some casts, that were previously needed when
mapping to the underlying API reality, can now be removed.
Change-Id: I8e0eef037bd795b637578dfc3e59dc2efaa5976c
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Uniforms of int and ivec arrays are supported from GLES v2.0.
Change-Id: I9a08db18f584e39b4f71b7348a2a1fe4089bfce4
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Make our QRhiMemAllocStats struct a bit more generic, drop the memory
allocation part in the naming, and use the same getter and struct for
reporting some important timings. (we are free to rename for now, there
are no users in other modules yet)
The time spent in graphics (or compute) pipeline creation has a special
relevance in particular with the modern APIs (as it is the single
biggest potentially time consuming blocking operation), but also highly
interesting with others like D3D11 simply because that's where we do the
expensive source-to-intermediate compilation is HLSL source is provided.
In order to see the effects of the various caching mechanisms (of which
there can be confusingly many, on multiple levels), the ability to see
how much time we spent on pipeline creation e.g. until we render the
first view of an application can be pretty essential.
Task-number: QTBUG-103802
Change-Id: I85dd056a39db7e6b25fb1f9d02e4c94298d22b41
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Replace the current license disclaimer in files by
a SPDX-License-Identifier.
Files that have to be modified by hand are modified.
License files are organized under LICENSES directory.
Task-number: QTBUG-67283
Change-Id: Id880c92784c40f3bbde861c0d93f58151c18b9f1
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
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swapchain->currentFrameRenderTarget()->renderPassDescriptor() is not
functional at the moment, it returns null. This is because no backend
ensures that the internal renderpass descriptor object is exposed via
that getter in a QRhiSwapChainRenderTarget. Whereas in a
QRhiTextureRenderTarget this would work by design because there the
setter must be called by the user.
Fix this up, providing better API symmetry, and also reducing the need
to pass along QRhiRenderPassDescriptor objects seprately alongside a
QRhiRenderTarget in some places, e.g. in Qt Quick.
Change-Id: I42c4e9aaee3202c1d23bd093d840af80c5f8cd0f
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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It's one thing that this is not part of OpenGL ES, but it is optional
even with Vulkan, with some mobile GPUs not offering the feature at all.
Change-Id: I4e2c6642eccb0793e69074b4b6eeb2b7cef3516e
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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There is no need to limit the type to QOffscreenSurface here, QRhi does
not depend on the behavior in QOffscreenSurface. Users can use the
custom offscreen QSurface types if needed.
Task-number: QTBUG-102257
Change-Id: I47a064496f8c5f1986a0e11ec748ea32a03b903e
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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We want to enable gaining access to the underlying resource(s) by
inspecting a QRhiRenderTarget. This is not currently possible for
swapchains since there is nothing that references the actual
QRhiSwapChain. To clean this up, make an explicit, new
QRhiSwapChainRenderTarget subclass. Thus the logic already used in a
couple of places to examine the resources attached to a
QRhiTextureRenderTarget can now work with swapchain render targets too,
by branching based on the resourceType().
This eliminates the somewhat odd setup where a "RenderTarget" resource
is QRhiRenderTarget corresponding (but not exposing!) a swapchain,
whereas a "TextureRenderTarget" is a QRhiTextureRenderTarget which
is a subclass of QRhiRenderTarget. Now we correctly have an (abstract)
base and two subclasses, one for each type of render targets.
Besides, it allows us to clean up the oddly named
Q...ReferenceRenderTarget classes in the backends, which initially tried
to indicate that this "render target" merely references (or, in
practice, is) a swapchain. We can now have a nice and symmetrical
Q...SwapChainRenderTarget and Q...TextureRenderTarget naming scheme.
Change-Id: Ib07e9be99a316eec67b94de0860e08f5f4638959
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Only (straightforwardly) implementable with modern APIs, and
only really exists to handle special platform cases, such as
when a video framework gives us a D3D texture array with
D3D11_BIND_DECODER | D3D11_BIND_SHADER_RESOURCE
which is only possible to use as a shader resource if the SRV
selects a single array layer.
Has no effect on the normal usage of texture arrays, where all
array layers are exposed, and it is the shader that selects the
layer when sampling or loading via the sampler2DArray. That
continues to be the standard way to work with texture arrays.
Change-Id: I0a656b605da21f50239b38abb83067e0208c1dbe
Reviewed-by: Piotr Srebrny <piotr.srebrny@qt.io>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Change-Id: I27321235d9c8428de0cff1e22a618299b9e5a97f
Reviewed-by: Marc Mutz <marc.mutz@qt.io>
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'Use size() or length() instead'
Change-Id: I284fce29727c4c1ec9ea38a4e8ea13a9e0af5390
Reviewed-by: Sona Kurazyan <sona.kurazyan@qt.io>
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WebGL is stricter than OpenGL ES and require that unused
vertex attribute arrays are disabled. This prevents
errors such as:
WebGL: INVALID_OPERATION: drawElements: no buffer
is bound to enabled attribute
Pick-to: 6.3
Change-Id: I68384a9f6954b6a1960ba6e8afd1fdbdfefe2335
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Lorn Potter <lorn.potter@gmail.com>
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.. but this will only be supported on Vulkan, OpenGL 3.2+, and Open GL
ES 3.2+ for the time being.
The situation is:
- Vulkan is working. qsb accepts .geom files already, and QShader has
existing geometry shader support.
- OpenGL 3.2 and OpenGL ES 3.2 are working.
- D3D11 is not working. D3D11 supports geometry shaders, but SPIRV-
Cross does not support translating geometry shaders to HLSL.
- Metal is not working. Metal does not directly support geometry
shaders.
Change-Id: Ieb7c44c58b8be5f2e2197bf5133cf6847e6c132d
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Support for Polygon Mode (Triangle Fill Mode in Metal, Fill Mode in D3D)
in the RHI graphics pipeline.
Options are Fill and Line
Status:
OpenGL - ok
Vulkan - ok
Metal - ok
D3D11 - ok
OpenGL ES - does not support glPolygonMode.
Change-Id: I20b7ef416624700c3dc8d1cbe6474f4ca3889db8
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Added shader stage mapping for tessellation stages.
Manual test rhi/tessellation now works for OpenGL.
Change-Id: I7906b21e9d6e20883f17729f077dba57aa29f4fd
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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This is an issue for QQuickWindow in practice, although it is not hit
by our current tests.
Pick-to: 6.3
Change-Id: Ia73704c1af6a82b2689ce7b844d3b0eb9a17ec18
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Apart from a more fitting, minimal, API, QDuplicateTracker also
transparently uses C++17 pmr::monotonic_buffer_resource to avoid,
or at least reduce, memory allocations.
Pick-to: 6.3
Change-Id: Ied2574734949b2dadc1bcbaa9d1e3c0ed98ba50a
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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...but this will only be supported with Vulkan and OpenGL 4.0+ and
OpenGL ES 3.2+ for the time being.
Taking the Vulkan model as our standard, the situation is the
following:
- Vulkan is ok, qsb secretly accepts .tesc and .tese files as input
already (plus QShader already has the necessary plumbing when it
comes to enums and such) To switch the tessellation domain origin to
bottom left we require Vulkan 1.1 (don't bother with
VK_KHR_maintenance2 on top of 1.0 at this point since 1.1 or 1.2
implementations should be common by now). The change is essential to
allow the same evaluation shader to work with both OpenGL and
Vulkan: this way we can use the same shader source, declaring the
tessellation winding order as CCW, with both APIs.
- OpenGL 4.0 and OpenGL ES 3.2 (or ES 3.1 with the Android extension
pack, but we won't bother with checking that for now) can be made
working without much complications, though we need to be careful
when it comes to gathering and setting uniforms so that we do not
leave the new tessellation stages out. We will stick to the Vulkan
model in the sense that the inner and outer tessellation levels must
be specified from the control shader, and cannot be specified from
the host side, even though OpenGL would allow this. (basically the
same story as with point size in vertex shaders)
- D3D11 would be no problem API-wise, and we could likely implement
the support for hull and domain shader stages in the backend, but
SPIRV-Cross does not support translating tessellation shaders to
HLSL. Attempting to feed in a .tesc or .tese file to qsb with
--hlsl specified will always fail. One issue here is how hull
shaders are structured, with the patchconstantfunc attribute
specifying a separate function computing the patch constant
data. With GLSL there is a single entry point in the tessellation
control shader, which then performs both the calculations on the
control points as well as the constant data (such as, the inner and
outer tessellation factors). One option here is to inject
handwritten HLSL shaders in the .qsb files using qsb's replace (-r)
mode, but this is not exactly a viable universal solution.
- Metal uses a different tessellation pipeline involving compute
shaders. This needs more investigation but probably not something we
can prioritize in practice. SPIRV-Cross does support this,
generating a compute shader for control and a (post-)vertex shader
for evaluation, presumably in order to enable MoltenVK to function
when it comes to tessellation, but it is not clear yet how usable
this is for us.
Change-Id: Ic953c63850bda5bc912c7ac354425041b43157ef
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Mainly because we do have legacy code in the Qt 5 graphical effects that
tries to dynamically determine the max number of varyings. Make it
easier to port such code.
Change-Id: I846cab2c2fe7b4cd473b5ced0146ca36f1c8169b
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Add some sort of autotest for both RGBA16F and the new RGB10A2. The
latter is introduced particularly because ideally we should have a
texture format that corresponds to the D3D/Vulkan swapchain color
buffer format with HDR10.
Change-Id: I1e1bbb7c7e32cb3db89275900811c0bcaeac39d6
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Send the full QShaderVersion down the line, not just the version number.
Change-Id: I895d552fc47e0eb4ca92f32f117cd5a1d4d9015a
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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As these are QList and QHash. All existing usages are based on this
anyway, no value in being able to indicate "not available" - an empty
container fulfills the same role.
Change-Id: I8059025fa7a4acb6fc674cd98b16fcafa19ed85d
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.3 6.2
Task-number: QTBUG-98937
Change-Id: I64f2783ae64ad3ef77a389999ded4c9ba2c46ee5
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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For Direct 3D, Metal, and Vulkan this is natively supported. (and
makes no difference in particular for D3D and Metal because they do
not have the legacy combined image sampler concept anyways)
With OpenGL it will work too, but this relies on SPIR-Cross magic and
is still using a combined sampler (e.g. a sampler2D) in the GLSL
shader. The GL backend walks back and forth in the mapping tables from
the shader baker in order to make this work, which is presumably
slightly more expensive than combined image samplers.
Do note that combined image samplers (i.e. sampler2D in the shader and
QRhiShaderResourceBinding::sampledTexture() in code) continue to be
the primary, recommended way for any user of the rhi for the time
being.
Change-Id: I194721bc657b1ffbcc1bb79e6eadebe569a25087
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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The system we inherited from the original Qt 5.14 introduction of QRhi
is a text stream based solution where resource creation and frame
timings are sent in a comma-separated format to a QIODevice.
This, while useful to get insights about the number of resources at a
given time, is not actively helpful. The frameworks built on top (Qt
Quick, Qt Quick 3D) are expected to provide solutions for logging
timings in a different way (e.g. via the QML Profiler). Similarly,
tracking active resources and generating statistics from that is
better handled on a higher level.
The unique bits, such as the Vulkan memory allocator statistics and
the GPU frame timestamps, are converted into APIs in QRhi. This way a
user of QRhi can query it at any time and do whatever it sees fit with
the data.
When it comes to the GPU timestamps, that has a somewhat limited value
due to the heavy asynchronousness, hence the callback based
API. Nonetheless, this is still useful since it is the only means of
reporting some frame timing data (an approx. elapsed milliseconds for
a frame) from the GPU side.
Change-Id: I67cd58b81aaa7e343c11731f9aa5b4804c2a1823
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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...backed by support in the backends for D3D11 and Vulkan.
Expose only what works in practice: scRGB with RGBA16F and HDR10 with
RGB10A2 (or A2BGRA10 etc.). For general use, e.g. to render 2D/3D
content, scRGB (i.e. extended sRGB linear) should be chosen because
that is a linear space.
On Windows with a HDR10 display (and an NVIDIA card) both of these are
known to work, as long as Use HDR is enabled in the Settings for the
display on which the window is created.
When requesting a HDR format and it is not supported, we will fall
back to the default SDR RGBA8/BGRA8 format. However, the behavior
seems to be a bit weird with Vulkan and NVIDIA at least when there is
a HDR display but Use HDR is set to Off: this seems to enable HDR mode
for the lifetime of the window (with the usual set of black screens
while switching over the entire display). Not sure why the driver does
this. With D3D/DXGI, with fewer abstractions in the way, we can check
upfront properly, so that will nicely fall back to the defaults
regardless of why HDR is not available.
Support can also be checked in advance via
QRhiSwapChain::isFormatSupported() as long as the QWindow is
available. (though with Vulkan, as said above, this also seems to
ignore the Use HDR setting of Windows)
Complications, such as moving a window from one screen to another, are
currently not known how they behave. To be seen how this is handled by
the Windows compositor. (from 1903 and up it is said to be able to
automatically downconvert scRGB to SDR so perhaps moving from a HDR to
a non-HDR screen would work - remains to be seen if this needs
something more involved)
When it comes to other platforms and potential future support:
- based on its docs Android 8+ may support scRGB with Vulkan as-is on
a suitable device/display, as long as the application declares
android:colorMode="wideColorGamut" in the manifest.
- for Metal the layer can be made EDR enabled and then
e.g. MTLPixelFormatRGBA16Float/kCGColorSpaceExtendedLinearSRGB should
work. However, this won't be added unless we can test it.
- Linux is unknown.
If one needs access to display specific values such as the min/max
luminance when implementing tonemapping or a transfer function, that
needs platform/API specific approaches, and sadly the kind of data
exposed seems to vary, potentially making it difficult to maintain a
single cross-platform logic. With D3D one can get the
DXGI_OUTPUT_DESC1 from the IDXGIOutput6. This has the min/max
luminances in nits and a bunch of other things. For convenience the
output object is now exposed from the swapchain's nativeHandles()
whenever the D3D backend is used at run time. For Metal one would
presumably access maximumExtendedDynamicRangeColorComponentValue and
co. in the NSScreen. Elsewhere one needs to rely on platform/winsys
specific approaches, if there are any. Remains to be seen longer term
if/how this needs/can be better supported.
Change-Id: I2e61a0e062282d4bfdfba39655941c0f9a795112
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Unlike the shader resource binding lists that automatically recognize
in setShaderResources() when a referenced QRhiResource has been rebuilt
in the meantime (create() was called i.e. there may be completely
different native objects underneath), QRhiTextureRenderTarget has no
such thing. This leads to an asymmetric API and requires also rebuilding
the rt whenever an attachment is rebuilt:
rt = rhi->newTextureRenderTarget({ { texture } })
rt->create()
cb->beginPass(rt, ...)
texture->setPixelSize(...)
texture->create()
rt->create() // this should not be needed
cb->beginPass(rt, ...)
Avoid having to do that second rt->create().
Change-Id: If14eaa7aac3530950498bbdf834324d0741a7c4d
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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The background for this is that when running Wayland, the
Mesa driver has an issue which makes it crash if we call
eglDestroySurface() while we are rendering to it. This is
not according to the documentation, and it only seems to
happen on Mesa and only on Wayland, so it is probably
related to something in the Wayland implementation in the
driver.
Since this driver is very popular, we want to work around it,
which can easily be done using existing locking mechanisms
in the Qt Wayland QPA plugin. But in order to do so, we need
reliable callbacks for the start and end of a frame. The RHI
already has this, so we just need to channel the information
to the QPA plugin.
Having beginFrame/endFrame hooks in the QPlatformOpenGLContext
could be useful in other cases as well, especially knowing that
there are OpenGL implementations that require some extra thread
protection.
QPlatformSurface would be a more general location for these
hooks, but since the issue is only seen on OpenGL and
multi-threading is handled more explicitly in other APIs,
we don't want to expose this API in a more general location
than necessary.
Task-number: QTBUG-92249
Change-Id: I97ce7d4f744c4b28eec457e919d1c9652ff00079
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@qt.io>
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When there is a context with a surface current, keep on using
that whenever ensureContext() is called without specifying a
QWindow.
Consider the following sequence:
<component A>
beginOffscreenFrame
render to texture 1
endOffscreenFrame
<component B>
beginOffscreenFrame
render to texture 2
endOffscreenFrame
<component C>
beginFrame (with swapchain)
render something using texture 1 and 2
endFrame
repeat all over again, continuously
(in practice this is what a top level widget with QOpenGLWidgets
and/or QQuickWidgets in it would lead to with the QRhi migration
in place)
Besides being more readable, the new version recognizes that resource
and offscreen operations do not need one specific surface (like the
one QOffscreenSurface every GL backend of QRhi has), but are functional
with any surface (or with surfaceless even) as long as the context is
correct. Thus with the above example we can work with only ever making
the one QWindow current.
Change-Id: I633071cae88f02e1d45e445ee55c8a58f9ec5a8c
Pick-to: 6.2
Fixes: QTBUG-96405
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Pick-to: 6.2
Task-number: QTBUG-97715
Change-Id: I7f0a52c410b9b77f735fb3b7fd33141674bb0cda
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Arrays of textures have always been supported, but we will encounter
cases when we need to work with texture array objects as well.
Note that currently it is not possible to expose only a slice of the
array to the shader, because there is no dedicated API in the SRB,
and thus the same SRV/UAV (or equivalent) is used always, capturing
all elements in the array. Therefore in the shader the last component
of P in texture() is in range 0..array_size-1.
Change-Id: I5a032ed016aeefbbcd743d5bfb9fbc49ba00a1fa
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: If64edd32c5084984227b3c366932b3129df94b31
Reviewed-by: Volker Hilsheimer <volker.hilsheimer@qt.io>
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On low-end hardware without fast framebuffer clears one can
significantly reduce the fill rate by disabling framebuffer clears
(provided, as it's usually the case, that the application has content
filling the entire framebuffer).
Add a couple of environment variables to do so, one to disable all
clears and one to disable only color clears (in case the surface is
requested without a depth buffer). Note that disabling all clears
on a surface *with* a depth buffer still requires
QSG_NO_DEPTH_BUFFER to be set, otherwise QtQuick is going to assume
that there is a clean usable depth buffer.
Change-Id: I96ad0a3d28dd0ab65cc960fb7cb2e0a8b6f35628
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Pick-to: 5.15 6.2
Change-Id: Ie53e5542a8f93856470982939ecd8ec90b323d69
Reviewed-by: Eirik Aavitsland <eirik.aavitsland@qt.io>
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First, issue glMemoryBarrier() only if the read-after-write or
write-after-write occurs for a write involving incoherent memory
access. In practice this means a QRhiTexture with UsedWithLoadStore
or a QRhiBuffer used as an SSBO. Doing the barrier call for other
types of texture or buffers is pointless, and potentially
wasteful. What is more, some OpenGL implementations feature bugs that
manifest themselves when glMemoryBarrier() is called, see associated
Jira issue for details.
Second, reduce GL_ALL_BARRIER_BITS to the ones relevant for the type
of the resource, in an attempt to provide a minor optimization. Real
fine-grained resource usage tracking is not implemented for OpenGL so
this still means specifying all buffer-related or all texture-related
barriers together, but this is still better than all. As the usage of
compute is quite close to zero in Qt at the moment, this won't make
much of a difference in practice.
Fixes: QTBUG-96322
Pick-to: 6.2
Change-Id: Ibf794e2e8a4cbc3c69acaa88476e85de6646b605
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Follow what has been done for QRhiShaderResourceBindings. Have a way
to retrieve an opaque blob (that just happens to be a list of integers)
so that a simple == comparison can be used to determine compatibility
even when the objects from which the blob was retrieved are no longer
alive.
The contract is the following:
bool a = rp1->isCompatible(rp2);
bool b = rp1->serializedFormat() == rp2->serializedFormat();
assert(a == b);
Pick-to: 6.2
Change-Id: I45e7d05eeb6dfa2b2de474da0a0644912aaf174a
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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Added specifically to support the deprecated CVOpenGLTextureCache on
macOS, because Qt Multimedia still needs a way to use that when the
applications requests using OpenGL instead of Metal.
Follow what we did for GL_TEXTURE_EXTERNAL_OES, and add a flag that
simply makes all our glBindTexture calls use the
GL_TEXTURE_RECTANGLE[_ARB] target.
Pick-to: 6.2
Change-Id: If818b13a9f520cdb8bdc16de84a3ca0e18ad6c33
Reviewed-by: Lars Knoll <lars.knoll@qt.io>
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Until now, after updating the bindings one had to always rebuild the
srb, which can be heavy esp. on Vulkan (release old objects, create
new layout object, descriptor sets). When updating the binding list in
a way that it is fully isLayoutCompatible() == true with the previous
list, this is an overkill. Internally, most notably in
setShaderResources(), we already should have everything in place in
all backends to recognize if the entries in the binding list refer to
QRhiBuffer/Texture/Sampler objects that are different than before, and
so apart from adding an alternative to create() in the API there is
not much else needed here.
Pick-to: 6.2
Change-Id: I2efdd4fd0b24c7ebba694a975ed83509744b044b
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Take the screen from the window, if the window was specified.
When it comes to Qt Quick, this is in fact required in order to
make the behavior on par with Qt 5, see
https://code.qt.io/cgit/qt/qtdeclarative.git/tree/src/quick/scenegraph/qsgthreadedrenderloop.cpp?h=5.15#n1336
try to mirror that in Qt 6 as well. There are still subtle differences
between Qt 5 and Qt 6 in particular when qt_gl_global_share_context is
set (do we set the screen from that or from the window?), for now leave
that question unsettled.
What exactly setting the screen on the context does is platform
specific, and can become relevant with multi screen, multi GPU
systems.
Pick-to: 6.2
Change-Id: Icc90b8fea87bf1e34ecf1dec0702f4d3c411db00
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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We already honor AA_ShareOpenGLContexts and pass in the QGuiApp's
context as the shareContext for the QRhi's QOpenGLContext. Extend this
to also allow specifying a QOpenGLContext in the init params struct.
A good example of this is the backingstore compositor that serves
QQuickWidget and co. If one wanted to implement that with (an
OpenGL-based) QRhi, instead of direct OpenGL calls, then the ability
to create a QRhi that uses a context that shares resources with a
given other context becomes essential.
Pick-to: 6.2
Change-Id: I6bc5ff8e803d467f8795197ac1f12fdc0f73bbd1
Reviewed-by: Christian Strømme <christian.stromme@qt.io>
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One is a bad application or library in this case, but nonetheless
we should handle this more gracefully then just crashing due to
the QRhi already having been destroyed. Mainly because in Qt 5 one
could get away with the same: releasing OpenGL objects underneath,
for example, a QSGPlainTexture with no (or wrong) GL context did
not generate any user visible fatal errors. So we should not crash
in Qt 6 either with these code bases.
In debug builds or when QT_RHI_LEAK_CHECK is set, one will get the
unreleased resources warning printed in Qt 6, which is a step
forward compared to Qt 5. So there is still some indication that
something is badly designed, even if the application survives.
Task-number: QTBUG-95394
Pick-to: 6.2
Change-Id: I944f4f425ff126e7363a82aff926b280ccf1dfc3
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Mainly to avoid leaking memory again. A possible reduction of memory
allocations would be a welcome side effect.
This reverts parts of 89f7389494c6fc917f189150e06ed1fcfaa238e8.
Change-Id: I65a7529f532175967a4e408450aa55549b77d7e4
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I0c687677b7e86b7284130c775718b29aca2cca40
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Supported on OpenGL (and ES) 3.0+ and everywhere else.
Can also be a render target, targeting a single slice at a time.
Can be mipmapped, cannot be multisample.
Reading back a given slice from a 3D texture is left as a future
exercise, for now it is documented to be not supported.
Upload is going to be limited to one slice in one upload entry,
just like we specify one face or one miplevel for cubemap and
mipmapped textures.
This also involves some welcome hardening of how texture subresources
are described internally: as we no longer can count on a layer index
between 0..5 (as is the case with cubemaps), simply arrays with
MAX_LAYER==6 are no longer sufficient. Switch to sufficiently dynamic
data structures where applicable.
On Vulkan rendering to a slice needs Vulkan 1.1 (and 1.1 enabled on the
VkInstance).
Task-number: QTBUG-89703
Change-Id: Ide6c20124ec9201d94ffc339dd479cd1ece777b0
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Normally we only allow creating wrappers for texture objects. These
can then be used with a QRhiTextureRenderTarget to allow rendering into
an externally created texture.
With OpenGL (ES), there are additional, special cases, especially on
embedded. Consider EGLImages for example. An EGLImageKHR can be bound to
a renderbuffer object (glEGLImageTargetRenderbufferStorageOES), which
can then be associated with a framebuffer object to allow rendering into
the external buffer represented by the EGLImage. To implement the same
via QRhi one needs a way to create a wrapping QRhiRenderBuffer for the
native OpenGL renderbuffer object.
Here we add a createFrom() to QRhiRenderBuffer, while providing a dummy,
default implementation. The only real implementation is in the OpenGL
backend, which simply takes a renderbuffer id, without taking ownership.
Task-number: QTBUG-92116
Change-Id: I4e68e665fb35a7d7803b7780db901c8bed5740e2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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